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Cool Plasma Torch Kills Germs on Raw Chicken

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Plasma Versus Chicken Breast Dirks et al., Journal of Food Protection

We've seen the plasma beam toothbrush, where a blast of room-temperature plasma destroys plaque and bacteria in your mouth. Now researchers at Drexel University have applied the technology to raw chicken and found that the gentle blue blast of ionized matter effectively removes pathogens on the poultry's surface.

When raw chicken breasts had a normal amount of pathogens (Salmonella enterica and Campylobacter jejuni were the culprits that were tested), the plasma almost completely eliminated them. The technology is still too expensive to fit into the highly streamlined production lines that bring skinless, boneless, sanitized poultry to your table, but -- not least because it is equally effective on antibiotic-resistant strains of bacteria -- the proof of concept is an intriguing one.

The researchers suggest that the treatment could significantly increase the shelf life of raw meat by removing microorganisms responsible for spoilage. They don't mention, though, the first idea that popped into my mind: delicious chicken sashimi.


Russian Scientists Drilling into "Alien" Antarctic Lake Vostok Fall Silent

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At Lake Vostok, the coldest place on earth, a Russian team of scientists have been attempting to drill through a two-mile-thick ice layer into the subterranean lake, which has been isolated for some 20 million years. But the team has not been heard from for five days, according to a report by the Global Post.

The ancient, pristine cache of fresh water below the miles of ice is a unique environment. It may be supersaturated with dissolved gases and geyser up when the drill penetrates the last few feet. It may also hold unknown lifeforms, such as ancient extremophile bacteria. We anxiously await word.

[Global Post]

10-Year-Old Accidentally Creates New Molecule in Science Class

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Tetranitratoxycarbon Professor Robert Zoellner holds a model of tetranitratoxycarbon. He has a co-authorship on a paper about the new molecule--along with ten-year-old Clara Lazen. Humboldt State University
Little Clara's tetranitratoxycarbon is brand new and explosive

Clara Lazen is the discoverer of tetranitratoxycarbon, a molecule constructed of, obviously, oxygen, nitrogen, and carbon. It's got some interesting possible properties, ranging from use as an explosive to energy storage. Lazen is listed as the co-author of a recent paper on the molecule. But that's not what's so interesting and inspiring about this story. What's so unusual here is that Clara Lazen is a ten-year-old fifth-grader in Kansas City, MO.

Kenneth Boehr, Clara's science teacher, handed out the usual ball-and-stick models used to visualize simple molecules to his fifth-grade class. But Clara put the carbon, nitrogen, and oxygen atoms together in a particular complex way and asked Boehr if she'd made a real molecule. Boehr, to his surprise, wasn't sure. So he photographed the model and sent it over to a chemist friend at Humboldt State University who identified it as a wholly new but also wholly viable chemical.

The chemical has the same formula as one other in HSU's database, but the atoms are arranged differently, so it qualifies as a unique molecule. It doesn't exist in nature, so it'd have to be synthesized in a lab, which takes time and effort. So Boehr's friend, Robert Zoellner, wrote a paper on it instead, to be published in Computational and Theoretical Chemistry. Listed as a co-author: Clara Lazen.

Boehr says the discovery and subsequent publication has incited a new interest in science and chemistry at his school--and Clara seems particularly pleased, saying she's now much more interested in biology and medicine.

[The Mary Sue via Gizmodo]

Archive Gallery: PopSci Hunts For Mythical Beasts

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Searching for the Yeti Through the Years
Abominable snowmen, sea serpents and dragons, oh my!

We don't see a lot of cryptozoology - the study of animals that have not yet been proven to exist - in the pages of PopSci these days, but that's what we have the archives for. Buried within the decades upon decades of "real" science, filled with "facts" and "research" are some gems of articles, where we chart the progress of believers searching for creatures we strongly suspect they may never find, but secretly hope they will.


Click here to launch the gallery

In this week's archive gallery, you'll see blurry photographs of the Loch Ness monster, examine various contraptions used to look for or catch sea serpents, read an offer for a free dragon egg that seems almost too good to be true, learn how to make silver bullets and hear all about Sir Edmund Hillary's expedition to find the Abominable Snowman (spoiler: his plan involves using compressed carbon dioxide to shoot a hypodermic needle at it).

A Modern Super Bowl Sunday Is Nothing Without Puffed Cheese-Flavored Snacks

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Modernist Cheese Puff Modernist Cuisine
Here's how to make your own, with just three kinds of food starch

The creators of Modernist Cuisine are getting ready to watch the big game just like anybody else: infusing water with cheddar cheese, blending an emulsified sauce with engineered tapioca starch, and deep-frying delicious snacks for all to enjoy.

Chris Young and team have made the Wylie Dufresne-inspired recipe available on their site, and it looks delicious. You mix the cheese-infused water with starches to make a paste, which you then dry and fry till puffy. ("The residual water expands 1,600 times in volume as it turns to steam, forming bubbles in the gel that harden when cooked.") Meanwhile you've made a cheese sauce, and turned it into a powder using a miraculous ingredient called N-Zorbit which turns oils into fluffy dust. The latter gets dusted on the puffs, and the game is on.

[Modernist Cuisine]

The Most Amazing Science Images of the Week, January 30-February 3, 2012

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Moon-Printed Houses We've seen this idea before--Enrico Dini of D-Shape talked to us awhile back about a giant 3-D printer that'd print houses on the moon, out of moon-rocks and moon-dust. But a bunch of professors at USC created this futuristic mockup of their own version, and it looks great. Read more at FastCoDesign. Behrokh Khoshnevis, Anders Carlson, Neil Leach, and Madhu Thangavelu

This week's Images of the Week gallery includes a cocktail that looks, according to the person who made it, like an "alien brain hemorrhage," we've got the other side of that amazing "blue marble" picture of Earth, we've got a handmade net fort we are dying to play in, and we've got internal organs made out of elegantly rolled paper. It's a good week, is all we're saying.


Click to launch this week's Images of the Week gallery.

The Future of Fun Is Repetitive Drudgery

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Where's the Pixel? wheresthepixel.com

Look at this video game. It's a great motivator to keep your monitor spotlessly clean -- go on, get your chemical-impregnated microfiber cloth and give it a wipedown right now -- but is it actually fun? I contend not.

Next week on PopSci.com we investigate, adumbrate, and celebrate the Future of Fun, including a tour of modern playgrounds, an online arcade of the most innovative games you can play in your browser, and yes, the contention that fun is becoming more and more quotidian and effortful as it gets repurposed for dubious utilitarian ends.

(After playing for an hour, my score is now averaging under 3 seconds on Where's the Pixel -- can you beat that?)

See you next week.

This Week in the Future, January 30-February 3, 2012

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This Week in the Future, January 30-February 3, 2012 Baarbarian

Whoa, you guys. This is one of our favorite Baarbarian illustrations ever. That weird story about the blue goo spheres dropping from the sky did seem like something dreamt up by a sheep.

Want to win this sleepy Baarbarian illustration on a T-shirt? It's easy! The rules: Follow us on Twitter (we're @PopSci) and retweet our This Week in the Future tweet. One of those lucky retweeters will be chosen to receive a custom T-shirt with this week's Baarbarian illustration on it, thus making the winner the envy of their friends, coworkers and everyone else with eyes. (Those who would rather not leave things to chance and just pony up some cash for the t-shirt can do that here.) The stories pictured herein:

And don't forget to check out our other favorite stories of the week:


To Compare Human and Monkey Brains, Humans and Monkeys Watch a Clint Eastwood Film

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Rhesus Monkey Whoever double-crosses me and leaves me alive, he understands nothing about Tuco. Nothing! Einar Fredriksen via Wikimedia

Scores of animals exist in scientific laboratories for the purpose of serving as our proxies, their cortices mapped and their flu responses studied so scientists can figure out how humans work. But in many cases, there's little agreement between their functions and ours, and scientists need to figure out how to draw useful comparisons. To get a better handle on this, brain researchers had humans and monkeys watch "The Good, the Bad and the Ugly" inside an MRI machine.

The goal was to monitor how both creatures' brains responded to the same stimulus, tracking correlated activity even if it was centered in different brain areas. The idea is that seeing hands and faces should spark similar activity patterns in both species, even if the neurons fire in anatomically different locations.

Dante Mantini and colleagues devised a method called interspecies activity correlation to contrast brain activity in four rhesus macaques and 24 human volunteers. First they compared brain activity in areas that are known to match up pretty well between the species, and then tried it in areas that are still unknown. Then they set out to monitor activity in the visual cortex.

All the study participants watched 30 minutes of the Clint Eastwood spaghetti western, listening to the dialogue through headphones. The humans watched it once and the monkeys saw it six times, during which the participants' eye movements were scanned and their neural activity monitored via functional magnetic resonance imaging.

The researchers found some similarities in brain activity locations among the species, but several differences, too. Monkey brain areas that fired up during movements on screen were quiescent in the humans, yet both species shared activity in other areas. This is a function of the species‘ separate evolutions - brain regions that may once have been very similar have adapted to focus on different tasks.

"The method may clarify whether specific functions are preserved in areas that anatomically correspond, are absent in one of the two species, or are shifted to other cortical locations," Mantini and colleagues wrote. This, in turn, could shed light on how human cognitive function evolved, as compared to cognitive function in our closest cousins.

As University of Colorado neuroscientist Tor Wager points out in a review of this paper, the ISAC method does have a few kinks to be smoothed out - namely the effect of a visual stimulus' narrative aspects. The human participants saw much more than cinematography and moving figures as they watched the film; there was a whole storyline, too, which can influence eye movements and fMRI activity throughout the whole brain. When Eastwood spoke, the humans reacted to much more than his facial movements, and so there may have been some false correlations (or the lack thereof) when comparing species.

But it could still be a valuable way to compare and contrast physiological activity in the brains of different species, Wager notes.

"This wealth of parallel information must be integrated to bring insights from animal models to bear on the human condition in increasingly precise ways," Wager wrote. The research was published online Sunday in Nature Methods.

Video Gallery: The Most Amazing Movies of the Minuscule World

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Water Flea and Ball A water flea plays with a volvox, a type of green algae. Ralf Wagner/via Nikon
The winners of the Nikon Small World microvideography contest

Every year we're enthralled by the smallest things among us, as scientists capture stunningly beautiful and bizarre images under the microscope. For the first time, the people who bring us the annual Small World Microphotography Competition have caught the world of the tiny on tape.

Behold award-winning videos of the microscopic world, from the vasculature of a chicken egg to a water flea playing with algae. Like the still version of the competition, the movies were judged on whether they were visually outstanding as well as their ability to depict the intersection of science and art, according to Nikon. Some of the videos are scientific breakthroughs in their own right - we told you about one of the honorable mentions, a live-action video of a monkey cell, when it was first published last spring.

The videos feature Small World perennial favorites like zebrafish brains, fruit fly larvae and Arabidopsis thaliana plants, but seeing these things in motion lends them a whole different perspective. You can actually see the movement of tiny cell factories inside nerve cells in a fish brain, and watch the bulbous growth of a new root emerging from a plant's primary root. Here is a collection of honorable mentions and the top three winners.

First Place
This video was the first time Oxford-based pathologist Anna Franz used this technique for injecting ink into a chick embryo. She cut a window into an egg to expose the 72-hour-old embryo and injected ink into its artery under a 3-D microscope to visualize the vascular system. "This movie not only demonstrates the power of the heart and the complexity of vasculature of the chick embryo, but also reflects the beauty of nature's design," Franz said.
Technique: Reflected light microscopy
Magnification: 10x

Second Place
Dr. Dominic Paquet of the German Centre for Neurodegenerative Diseases captured this time-lapse movie of mitochondria transport in the nerve cells of transgenic zebrafish. The cell membranes are green and the mitochondria are labeled in blue.
Technique: Widefield fluorescence
Magnification: 40x objective

Third Place
Dr. Ralf Wagner, a chemist in Germany, captured this video of a Daphnia, or water flea, playing with a volvox, a type of green algae. He found the specimen in his garden pond, according to Nikon. It doesn't really reflect deep science so much as an extraordinary view of nature - the daphnia is interacting with its environment, not something you can see up close very often. Wagner said he hopes by reminding viewers how much fun science can be, he might inspire others to take up its study.
Technique: Darkfield
Magnification: 50x

Click on to see the Honorable Mentions

Honorable Mentions
Another 11 videos were awarded honorable mentions, from a bustling ant colony to plant root growth in action. />

Ants Marching
Mexican artist Raul Gonzalez captured this time lapse video of individuals in his ant colony at feeding time.
Technique: Time Lapse, Reflected Illumination, Stereomicroscopy
Magnification: 1x

The Maw
James Nicholson of the Coral Collaborative Research Facility in Charleston, S.C., recorded this stony coral. Visible inside the mouth are the mesenteries, structures involved in digestion and reproduction; the unique color pattern about the oral area is the result of tissue pigmentation, a response to an unidentified stressor. Maybe the stress of being under the microscope.
Technique: Epifluorescence with 430 nanometer excitation showing natural fluorescence in live specimen
Magnification: 5x

Hydra viridis
By Charles Krebs, Charles Krebs Photography, Issaquah, Wa.
Technique: Darkfield and DIC
Magnification: From 40X to 600X

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Drosophila Blood Circulation
By Dr. Robert Markus, Biological Research Center of the Hungarian Academy of Sciences, Szeged, Hungary
This video captures circulating blood cells in a fruit fly larva (Drosophila melanogaster.
Technique: Fluorescence
Magnification: 50x

Arabidopsis Root Growth
By Daniel von Wangenheim, Goethe Universität Frankfurt
Video of the well-studied plant model Arabidopsis thaliana shows a lateral root growing out of the primary root.
Technique: light sheet-based fluorescence microscopy
Magnification: 20x/0.5 W N-ACHROPLAN

The Rotifer and the Worm
Craig Smith, a photographer in Fresno, Calif., captured two videos that received honorable mentions. The first shows a microscopic aquatic rotifer, with its corona extending and retracting during feeding. The second shows asexual budding in a worm, Aeolosoma Hemprichi, with the new worm attached to the posterior end of the parent.
Technique (both videos): Darkfield
Magnification: 400x

Monkey Cells in Real Time
We told you about this video, a major breakthrough in cellular imaging, when it was first published last spring. Researchers led by Liang Gao at the Howard Hughes Medical Institute used a new technique to capture this image of an African green monkey kidney cell. The video shows the cell membrane ruffling and internal vacuoles inside the living cell.
Technique: Two photon Bessel beam plane illumination microscopy
Magnification: 56x

Desmid dividing
By Dr. Jeremy Pickett-Heaps of the University of Melbourne.
Technique: Time lapse video microscopy
Magnification: Non-dividing cells measure about 170 microns across, Pickett-Heaps notes.

How Do Ellipsoid Eggs Form?
Saori Haigo of the University of California - San Francisco wanted to investigate how ellipsoid eggs, like the types laid by birds and some insects, form during development. Haigo dissected developing eggs out of the ovaries of fruit flies and watched how they behaved outside the body. It turns out that developing eggs spin around the long axis. The green fluorescence highlights the surface of the cells, and the red marks the cell nuclei.
Technique: Live cell imaging; a 3-hour time lapse at five minute intervals
Magnification: 400X

Budded Yeast Under Attack
This video captures amoebas ingesting brewer's yeast. They are expressing a red fluorescent protein to label actin filaments, and a green protein to label what's called the phagocytic cup - the method by which the amoeba ingests the yeast cell. We will let author Margaret Clarke of the Oklahoma Medical Research Foundation explain further: A phagocytic cup often pauses at or returns to the concave curvature at the neck of a budded yeast, and actin [a protein] accumulates there in an attempt to seal the cup. An unsuccessful attempt may end in retraction of the cup and release of the particle, or the cell may eventually resume extension of the cup and engulf the entire particle. Those two outcomes are shown here.
Technique: Laser scanning confocal microscopy. A time series was collected in a single focal plane, with images acquired at 4-second intervals.
Magnification: 33 microns x 26 microns

This Cuddly Phase-Change Robot Will Keep You Warm at Night

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Hagent Hagent is a small black box on wheels, containing phase-change material and a heat sensor. Daniel Abendroth

The space heater nestled perpetually at my side this time of year can be pretty comforting, but it's not great for my utility bills. It would be better to direct the heat in my house more efficiently, like capturing warmth from the refrigerator, computer, DVR and other appliances. This prototype phase-changing heater ‘bot would do just that.

It is made of a phase-change material, which stores and releases energy as it changes from a solid to a liquid or a gas. Hagent contains a type of PCM that can store heat and release it. It also comes with an on-board thermosensor and wheels, so it can roll around and find heat sources in your home, drawing in the warmth and storing it.

It also has ultrasonic sensors and a control unit so it can navigate around your home or office. German designers Andreas Meinhardt and Daniel Abendroth built a prototype for a contest in Paris, the Prix Émile Hermès, and won second place. In the video below, a prototype rolls around and finds a heat lamp.

It's just a prototype for now, but I would love to see these on sale in the space heater aisle.

[via IEEE Spectrum]

Nikon's New D800 Is a 36.3-Megapixel Multimedia Monster

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Nikon D800 Nikon

Our friends over at Popular Photography got themselves a look at the new Nikon D800 DSLR, the followup to the well-liked D700 and the soon-to-be little brother to Nikon's newest Official Big Boy Camera (note: this is not an official term used by Nikon (though maybe it should be? Call us, Nikon)), the D4. The D800 is equipped with a whopping 36.3-megapixel full-frame CMOS sensor, a pumped-up image processor, and a 51-point autofocus system, but there's a new focus on video as well--this thing is head and shoulders beyond the D700 in the video department. Read more over at PopPhoto.

Play the PopSci Tourist-Or-Local Game

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Were these photos of New York taken by tourists, or by natives?

Eric Fischer analyzed thousands of photos of New York. Based on the historical data from each uploader's Flickr account, he deduced which were taken by tourists and which by locals, and plotted the results on a map.

Now we've turned the geo-data into a game. Can you figure out which photos are which?

Why Crunching Data For Science Is the Future of Game-Playing

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Learning Foldit This screen depicts the fireworks display you get when solving a puzzle challenge in Foldit's 32-puzzle demo. The majority of players who try Foldit give up on the first day, said the game's co-creator, Zoran Popović. Foldit
Gamers with a penchant for puzzles are having fun answering the most tedious questions in science

The other night I wanted to kill some time before "30 Rock" started, so I sat down and tried to build a strand of RNA. I clicked a yellow adenine avatar to turn it into peppermint-candy-shaped guanine, preparing to form a base pair. I moused over whole sections of my virtual molecule, switching bases and zooming in and out to ensure I kept the required shape as I formed more chemical bonds.

For now, for me, the computer game EteRNA is a fun diversion. But maybe someday, if I get really good, Adrien Treuille and his colleagues at Carnegie Mellon University will bring one of my RNAs to life, synthesizing it in a lab and checking whether it could lead to new drugs or new research in biotechnology. I would so love to find out. And this is exactly the point.

Across all disciplines of science, researchers are realizing that with some creativity - and an open mind - they can access entire armies of free helpers who will log in to online games and help them classify galaxies, solve puzzles or twirl virtual shapes, completing tedious tasks for them and generally enhancing their work. For the most part, these information games take advantage of humans' natural proclivity for pattern recognition; we are simply better than computers at sussing out visible details. But future projects may go beyond puzzles or other visual tasks. Any problem can become a game, if you approach it the right way.

"If you think about it, you are able to increase the population of biochemists focusing on a specific problem by a factor of three or four," said Zoran Popović, co-creator of Foldit, the protein-folding puzzle game at the vanguard of games for science's sake. "If you could do a similar thing for all the problems that are facing humanity today, it would help not just science, but society at large, a huge amount."

Already, there are so many examples: In Foldit, you twist virtual proteins around in search of optimal designs that use the least amount of energy, the way nature would want them. In Moon Zoo, you can zoom in on high-resolution pictures of lunar craters and flag weird rocks that NASA might look at again. You could listen to orcas on WhaleFM and match up similar-sounding calls. And let me tell you about Planet Hunters. Did you know you can classify the Kepler Space Telescope's light data all by yourself, potentially finding a new exoplanet on your own?

Data games enable new questions about the way things work, and the way people think, that no one has asked before. Even DARPA is getting in on the action. The blue-sky research agency created a puzzle challenge last fall that asked solvers to piece together documents that had been shredded into more than 10,000 pieces. "Some at DARPA involved in the challenge did not think a solution could be found," Daniel Kaufman, the Shredder Challenge project manager, said in an email. The winning team used custom-built computer vision algorithms to suggest puzzle pairings, and humans put them together. In total, the winning team spent nearly 600 man-hours developing algorithms and piecing together documents, beating DARPA's deadline. DARPA is doing it again for other "wicked" problems, generally considered insolvable by conventional means. The first is a project called Crowd Sourced Formal Verification program, which seeks new games that will allow experts and novices to verify software code for DoD systems.

The possibilities seem endless, and they may indeed be, according to game creators like Popović and Treuille.

"All human tasks, certainly all knowledge tasks, are amenable to this kind of movement to the Internet," said Treuille, who was part of the team that created Foldit and went on to create EteRNA (sounds like eternal). "In some sense, Foldit and EteRNA reflect a larger trend in which the Internet has dramatically broken down barriers in communication and expertise, and barriers for who gets to do what in society."

There are benefits for the hard scientists here, too. The games are not only providing new answers; they're also enabling new questions about the way things work, and the way people think and learn, that no one has asked before.

In EteRNA, players have discovered patterns - like a recipe for an RNA that works every time - that don't fit with existing models of how RNAs work. "It's like they're discovering laws of nature," Treuille said. And image-based games can shed light into human nature, too. Eric Fischer tracks location data to make sense of human motivations. He plots the locations of Flickr and Twitter photographs and has learned new insights into the way we live: People take vacations where they can walk around, but live where they must drive; and tourists and locals cluster in segregated areas. PopSci turned his geodata analysis of Flickr photos into a game, in which you guess whether photos of New York were shot by tourists or locals, and see if your assessment matches what the data predict.

PLAY POPSCI'S TOURIST-OR-LOCAL GAME HERE

Computer scientists like David Anderson are interested in how people learn online. In some ways, his research on SETI@home was the seed of this entire movement - a similar passive-computing project based on the SETI program was the genesis of Foldit. Anderson, a research scientist at the University of California-Berkeley's Space Sciences Laboratory, built an active gaming project called Stardust@home after the Stardust spacecraft returned the first interstellar dust particles to Earth in 2006. UCB physicist Andrew Westphal and other investigators needed to make sure they found every dust grain, but there were 1.6 million images of the dust collector, and computers couldn't search them well enough, Anderson recalled.

"We didn't do it for novelty or publicity; it was critical to the scientific outcome. We needed to know with statistical confidence that we had found all of the dust particles that there were to find," he said. In building Stardust@home, Anderson and Westphal realized they had to calibrate their volunteers, just like you would any instrument - there was a learning curve. They devised a system to check false positives against players' real scores to come up with a confidence level. Ultimately, more than 25,000 volunteers signed up from across the globe, and devoted an average 40 hours of work. In 2010, an Ontario man found the first particles.

Anderson turned his Stardust@home calibration methods into an open framework for any type of data game, and he nicknamed it Bossa. Several scientists have approached him looking to develop their own data-analysis games, including a research team examining satellite imagery of the Brazilian rainforest. The goal is to identify forested and deforested regions and detect very early, within days or weeks, when new deforestation is happening, Anderson said.

Foldit proved that distributed thinking done by collectives of online gamers can be more successful than distributed computing. But it requires more dedication and expertise than your average video game - Popović has seen top-ranked players take a break for a couple months, return and then fail to break the top 20. Players share skills and new tricks, so the entire community quickly advances to a higher level. In that way, Foldit is also a unique experiment in the power of games as teaching tools, he said. People can become micro-experts without even realizing it.

"You can just skip a college degree and a Ph.D and everything else and do even better than all these Ph.D scientists. So imagine you can do that for education in general," he said. "Not only are people learning more, but they think math and science is fun, and that is rarely the case."

The learning curves can be steep, but players also get invested in a game after they've tried, failed, tried again and improved. Humans learn naturally in a way that will never be easy for a computer, said Treuille, who admits he is not nearly as good at his game as the players.

"When we started EteRNA, the players kind of sucked, I'm not going to lie to you. They were much worse than the computer algorithms," he said. "But we made it a game, we made it fun, we incentivized people to play, and we said ‘It's up to you. Make RNAs that fold properly.' And they learned and learned."

Players shared hypotheses and strategies on message boards; some players excel at finding anomalies, and others are good at answering questions. The game's best player is a librarian with autism, Treuille said.

"Every single week the players got better, and within three to six months they were soundly beating the computers," he said.

Even in complex games like Foldit and EteRNA, the games are largely about image recognition, if for no other reason than it's simpler to design a game around such problems. But Popović and Treuille don't plan to stop there.

Popović is building a new web-based game, tentatively called Biologic, that will ask players to create new synthetic molecules, an even bigger problem than protein folding. He plans to launch it in April. He also wants to build a game that would create maps of computer programs and ask players to find every security lapse or bug. He even imagines a game to eradicate corruption, he said - it would take all public records in a given country and map all possible connections between them. Players would find all possible feedback loops or payment correlations, which would then be investigated.

"All these whistleblowers would be all over the world, tracking down people who cheat," he said. 
"In general, we are trying to see if we can tackle and solve really hard problems, that computers by themselves cannot solve and people by themselves cannot solve. That's what's exciting about games. I don't think there is anything out there that is capable of keeping people so engaged for so long."

The trick is convincing hard scientists that making games out of their most pressing problems is a good idea. This is still not easy to do, Treuille admitted.

"The successful games have involved very talented game designers, but also really extraordinarily open-minded and committed hard scientists, who are willing to put yup with people who don't know what they are talking about, talking about making games out of their research in the vain hopes that someday it will tell them something useful," he said. "That's a really adventuresome outlook on the world."

Let's face it - some of the tasks, and several of the projects on the Zooniverse, are inherently pretty tedious. But imbued with purpose and scientific meaning, these boring tasks suddenly become interesting; I love the idea of finding exoplanets by myself. And I'm not alone - players lose interest when developers dampen the science, Treuille said. Add incentives like rankings and message boards, and a whole community blossoms.

I started playing EteRNA because I was writing about it, but I don't plan to stop, at least not for a while. There's something so satisfying about clicking little dots to make a new chemical bond, locking a virtual molecule into place and earning that trilling harp sound that means you got it right. And if it someday means something real for science - that'll be the real win.

Drones Will Be Admitted to Standard US Airspace By 2015

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The skies are going to look very different pretty soon, and it's been a long time coming. Congress finally passed a spending bill for the Federal Aviation Administration, allocating $63.4 billion for modernizing the country's air traffic control systems and expanding airspace for unmanned planes within three and a half years.

By Sept. 30, 2015, drones will have to have access to U.S. airspace that is currently reserved for piloted aircraft. This applies to military, commercial and privately owned drones - so it could mean a major increase in unmanned aircraft winging through our airspace. That's airspace to be shared with airliners, cargo planes and small private aircraft.

As it is now, drones can only use some pieces of military airspace and they can patrol the nation's borders. Some 300 public agencies can also use drones, according to the AP, but they must be at low altitudes and away from airports.

The FAA has spent years planning its NextGen upgrade, a new system designed to streamline traffic at airports, save fuel and reduce air travel headaches. NextGen is a behemoth program that consists of several complementary systems, notably the Automatic Dependent Surveillance-Broadcast, or ADS-B in airspace lingo. This system uses GPS to determine aircraft location, and it will enable planes to land in a more efficient, steep glide, rather than the fuel-wasting stair-step descents of the past and present. This is already being rolled out in some places, but the new bill requires the FAA to set up new arrival procedures at the country's 35 busiest airports.

Eventually, planes will all have GPS that can update a plane's location every second, instead of the six to 12 seconds it takes with current radar systems, AP points out. This will allow pilots to know where their planes are relative to each other, and this could help ease congestion and make for smoother taxi procedures.

NextGen has been planned and debated for years, and the modernization plan has been stymied by Congressional wrangling since 2007. This new bill, which now goes to President Obama for his signature, will finally get things moving again.

[via NPR]


Minecraft: Making Your Own Fun, One Brick At a Time

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Minecraft: In the Bedroom Reece Bennett
Building a whole new way to game

The era of the rampage is officially over.

In 2001, Grand Theft Auto III introduced a mass audience to a new way of experiencing the world of a game: Instead of walking narrow corridors or outdoor environments that felt hemmed in by invisible walls and artificial barriers, you could explore a vast city.

Back then, the ability to wreak havoc in a wide-open space was enough. For decades video games were linear affairs, fraught with difficulty. Find yourself stumped by a tricky puzzle or brutal boss battle and you were left with nothing to do. Video games were rife with dead ends. Grand Theft Auto III helped change all that. Sure, the game had a plot. But you weren't limited to chasing the story. Players who found themselves stuck could blow off steam by stealing a car, blowing stuff up with a rocket launcher or punching a random pedestrian. But the kind of freedom Rockstar's blockbuster offered was ultimately limited. Players could roam a vast world, but their only meaningful way to interact with that world was to cause trouble.

The message was loud and clear, though. Players wanted more agency in their videogames - less hard and fast goals and more freedom to find fun in their own way

But what's a gamer to do when there is no princesses to rescue or universe to save? If you're one of the millions playing the wildly successful independent game Minecraft, you build. The game, from developer Mojang, seems to go against the grain of contemporary video games. Rather than concentrate on action, Minecraft leverages player creativity and curiosity to generate fun.

Playing Minecraft is like being dropped into a sprawling world made of Legos with no road-map. After years of playing games with hard and fast goals the rudderless sensation can be disarming. It doesn't help that Minecraft has no tutorial or in-game instructions. It's just you in a pristine Eden, comprised of winding waterways, verdant forests and jutting mountains Swiss-cheesed with networks of caverns. It is not uncommon for the first-time Minecraft player to think, "What now?"

Minecraft's adventure mode is about survival. Players are dropped, empty handed, into a vast, randomly generated world. Their first task is to make tools and shelter. Because when the sun sets the monsters come out. Players scrounge for wood and stone, craft a workbench and begin the gradual process of gearing up. Here is where Minecraft is most conventional - there's a rigid progression from building tools out of wood and stone to eventually mining diamonds, constructing working railroads and magical portals that can transport players to other dimensions. Once the player has built a workshop and a fortress to protect them from wandering zombies, spiders and Creepers the game tilts towards the creative. Players are free to proceed how the choose - they can gather resources, develop their base of operations or strike out into the world, looking for new adventure. It's this undirected freedom that keeps millions occupied.

That aimless feeling hasn't stopped fans from finding their own fun in Minecraft's procedurally generated worlds. The secret to Minecraft's stickiness is the voxel - the three-dimensional cousin of the pixel. It only takes one glance at the chunky, retro look of Minecraft to understand that the game isn't interested in verisimilitude. Minecraft doesn't want to trick you into thinking that you're in a world just like ours. When you see all those voxels, each like an individual Lego - one of millions of building blocks that make up the world - it is hard not to be inspired. Think of Minecraft as a God game, where the player has the ability to shape the world the way they choose, played at ground level. And to that end players can play together via online servers where they collaborate to build wonders. Some servers are geared towards pure creation, where resources are unlimited and monster never interfere.

The most ambitious have used Minecraft's voxels to build working computers and replicas of Star Trek the Next Generation's Enterprise. But the activity loop of exploration, resource gathering and creation has proven entertaining for gamers of all stripes. Obsessive compulsive disorder isn't a prerequisite for enjoying Minecraft.


A classic of the Minecraft YouTube video genre

As much as Mojang and creator Markus "Notch" Persson have innovated with Minecraft much of the credit for the game's success goes to the people who play it. The game's long gestation period and open-ended style of play has inspired a legion of fans and supporters with the enthusiasm of evangelists. Mojang didn't need to buy ads or produce commercials to land 20 million players. Their user base grew virally. Crowd-sourced Minecraft Wikis offer clear instructions for the Minecraft newbie. And millions of user-generated YouTube videos offer glimpses of awe-inspiring Minecraft creations, allowing inspiration and creativity to spread virally. In 2010 Minecraft fans spontaneously gathered in Bellevue, Washington, to meet Persson and other like-minded Minecrafters. The off-the cuff meet-up only attracted fifty or so fans, but became a seed which would germinate into something bigger. In 2011 4,500 Minecraft fans from 23 different countries gathered in Las Vegas for MineCon - the first official convention for the game's growing legions of aficionados. In 2012, a version for XBox and Kinect is expected.

Minecraft's success story has proven inspirational to other game designers. The influence is most obviously felt among the scads of so-called Minecraft clones. Since Minecraft entered public beta testing in 2009 dozens upon dozens of imitators have cropped up. Some are straight up copies. But many others use Minecraft as a starting point and create something entirely new. Terrarria, the two-dimensional side-scroller from indie studio Re-Logic, melds Minecraft with retro games like Metroid and Castlevania. And it isn't just independent game makers who are taking the lessons of Minecraft to heart. The recently announced Fortnite from Gears of War studio Epic Games will allow players to build their own fortresses to help them survive nighttime waves of zombies.

The great contribution of Minecraft and the many games that will come after it is to fundamentally change what players can expect to do in the videogame worlds they visit. From here on out more and more players won't be asking, "what can I blow up?" Instead they'll be wondering, "what can I build?" That's real, constructive change.


This is genuinely amazing.

Attempt at the World's Highest Skydive, from 120,000 Feet, is Rescheduled for August

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Felix Baumgartner would be the first human to go supersonic outside of a vehicle

Man has never crossed the sound barrier outside of an aircraft, and Austrian extreme athlete Felix Baumgartner--holder of several records for jumping off of very tall things--has wanted to be the first for several years now. And he finally might get his chance in 2012. After being set back by a lawsuit, the Red Bull Stratos initiative is back on track, which means Baumgartner could make the world's highest skydive jump from 120,000 feet as soon as August of this year.

Jumping from that altitude is extremely challenging of course. The current jump record is held by former Air Force pilot Joe Kittinger, who jumped from nearly 103,000 feet in 1960, back when we were still trying to figure out just how high the human body could go. Others have failed to break Kittinger's record. One person has died trying. It's cold up there, there's not a lot of air to breathe, and air pressures are significantly lower than at sea level. Biologically speaking, man was not designed to fly this high.

As such, Baumgartner will make the ride up to 120,000 in a custom-built pressurized capsule tethered to a 600-foot-wide balloon. A special pressurized suit, similar to a space suit, will protect him from the conditions outside once the door comes open and Baumgartner takes the plunge. About 35 seconds after he jumps, he'll break the sound barrier. Then he'll continue to fall for another five minutes, pulling his parachute about a mile from the ground.

Records bested would include the highest skydive, the highest manned balloon ride, and the longest free fall ever recorded. Or they might include highest manned balloon disaster and worst idea ever. We'll just have to wait and see. Regardless, the team should learn quite a bit about high altitude pressure suits, which could in turn inform the designs of future space suits.


[SPACE]

iRobot's 710 Warrior, Strong Enough to Tow a Car, is Finally Ready for the Field

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iRobot's 710 Warrior iRobot

We've been catching glimpses of iRobot's 710 Warrior ground robot at trade shows and in videos for something like 2 years now. We even saw a couple of pared down prototypes deployed to Fukushima prefecture to assist with the radiation cleanup after the earthquake in Japan in last year. And finally the behemoth of the iRobot ground fleet is going up for sale. Ready the 150-foot strings of mine-excavating explosive charges--seriously.

Massachusetts-based iRobot already has a number of robots in the field and in the household--they make everything from the popular Roomba vacuum robots to the tiny SUGV and larger Packbots that are workhorses of American Explosives Ordnance Disposal teams working overseas. But the Warrior will be the largest, weighing in at 450 pounds and sporting a 6.5-foot mechanical arm. It can climb stairs, reach its arm up to 11.5 feet high, and negotiate obstacles up to more than 1.5 feet high. It can be weaponized, or fitted with a variety of task-specific tools. It can delicately open a car door or smash its way through the windows. Or it can just tow the car.

You don't need us to tell you that's awesome. Warrior's size and weight will limit its ability to deploy in the field like Packbot and SUGV, which fit relatively well in the back of a truck or, in SUGV's case, in a rucksack. But in situations where it can be deployed it will offer handlers a far more versatile robot than its lighter brethren. See it perform many of these versatile tasks below.

[Technology Review]

UK Report Suggests Soldiers Could One Day Plug Their Weapons Right Into Their Brains

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Where the Metal Meets the Mind A new report from the UK's Royal Society suggest several ways neuroscience can be leveraged to enhance defense technologies--including via weapons that meld with the mind. JanneM via Flickr
Dangerous-sounding neuroscience

A group of forward-thinking military scientists want to plug soldiers' weapons directly into their brains, and this time DARPA is nowhere to be found. The Royal Society, the UK's national academy of scientific thought, issued a report today on the applications of neuroscience in the military and law enforcement contexts. Discussed therein: new performance-enhancing designer drugs, brain stimulation to boost brain function, and weapons systems that plug directly into the brain.

The wide-ranging document reportedly covers a lot of ground, including the ethical issues surrounding the use of neuroscience in defense. It seems to focus less on ways to impact the enemy directly, and more on the enhancement of soldiers' fighting abilities--though neurological drugs that make enemy captives more talkative or perhaps cause enemy troops fall asleep or become disoriented also get a mention.

Of particular interest in the document: transcranial direct current stimulation, or tDCS. The idea of passing electrical signals through the skull to the brain to boost performance isn't new to U.S. defense dreamers, as the U.S. military has already done tests on the technology (and found it helpful in improving soldiers' abilities to detect threats). A battle helmet that can pass weak electrical pulses through the brain could sharpen a soldier's mind, the report suggests, upping attention spans and memory as well as attention to detail.

Similarly, electroencephalogram (EEG) could work to turn the human brain into a more efficient tool, although in a somewhat backwards fashion from tDCS. Using an array of electrodes, EEG can record brainwaves through the skull, detecting things that may not be conscious but that the brain nonetheless registers. For instance, the report cites DARPA research in which subjects looking at satellite photos were monitored with EEG. Even when the subjects missed some of the targets they were looking for in the images, the brain detected them, and that was evident in their brain waves even though it was never converted to conscious thought.

Such tools could also be used to screen recruits and identify certain mental traits, helping fighting forces more efficiently organize their ranks into fast learners, decision-makers, peacekeepers, and hardened, battle-ready special ops types. But none of these ideas is as far-out as using brain-machine interfaces (BMIs) to plug soldiers' brains directly into weapons systems.

This is based on the same kind of research that has shown that disabled individuals can move prostheses with nerve signals from the brain, but in this context such BMI technology would be used to plug the fast processing power of the brain into drone technology and other weapons technologies for faster target identification and, presumably, termination. Let's hope the soldiers mind-melding with the killer drones aced their EEG decision-making exams.

[Guardian]

200,000-Year-Old Patch of Seagrass Is the World's Oldest Living Organism

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Posidonia Oceanica Wikimedia Commons

A patch of Posidonia oceanica, a species of seagrass native to the Mediterranean, has just gotten its DNA sequenced and its age determined--and as it turns out, some parts of this particular patch are up to 200,000 years old. That easily destroys the previous world record of the oldest living organism, a Tasmanian plant believed to be around 43,000 years old. Ha! A youngun!

Scientists from the University of Western Australia administered the study on the seagrass, which grows in massive clumps and is continuously growing new branches and expanding. Also known as Neptune Grass or Mediterranean tapeweed, the seagrass reproduces asexually by cloning, and spreads far and wide so that it can survive even if one particular area becomes depleted of natural resources.

This particular patch consists of some 40 undersea meadows stretching from Spain to Cyprus--over 2,000 miles long. Neptune Grass has also spread to the Caribbean, but it's still most common in the Mediterranean, even though rising sea temperatures and development may put the species's future in jeopardy.

[via The Telegraph]

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